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Wizardly quests
#1
After a wizard round, where even though we all planned out our course of action, and yet died in minutes, I was talking to the 5 wizards, and we came up with two ideas to at least give wizards a leg up to make the round fun, but not for it to end up in a 70 minute "when can we leave AI" match nor give wizards a huge power spike,
  • Devil's challenges
    All wizards get a free challenge token of sorts, which they can use to select a random challenge, with a random prize. This allows wizards to have a clearer goal which to reach, as objectives are always optional, and wizards only get a chance to do them if everyones dead. Some examples
  • Wally the wiz selects a objective to destroy all cyborgs, and gets knock, ice beam, and special staff to help him do this objective to redeem a free Fire elemental whos slaved to his will
  • Clara the witch selects a objective to steal 5 butts, so naturally gets Arse narth to help redeem a free bonus spell
  • Devil's Gambits
    All wizards have the option to get a gambit, in this same magical token. They recieve a buff, but theres always a twist. For example
    Maybe you get taser immunity for 15 minutes with a helpful timer on top, HOWEVER you become significantly weaker to all stuns for the rest of the round after the timer runs out.
  • Or you get to make the crew all have their headsets broken, and force the use of intercomms and handheld radios, but upon using the Gambit a announcement reveals that your here.
Hopefully this will both give newer or simply unlucky wizards a leg up, without giving stronger wizards a big power spike.
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